11 research outputs found

    Vector Graphics Complexes

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    International audienceBasic topological modeling, such as the ability to have several faces share a common edge, has been largely absent from vector graphics. We introduce the vector graphics complex (VGC) as a simple data structure to support fundamental topological modeling operations for vector graphics illustrations. The VGC can represent any arbitrary non-manifold topology as an immersion in the plane, unlike planar maps which can only represent embeddings. This allows for the direct representation of incidence relationships between objects and can therefore more faithfully capture the intended semantics of many illustrations, while at the same time keeping the geometric flexibility of stacking-based systems. We describe and implement a set of topological editing operations for the VGC, including glue, unglue, cut, and uncut. Our system maintains a global stacking order for all faces, edges, and vertices without requiring that components of an object reside together on a single layer. This allows for the coordinated editing of shared vertices and edges even for objects that have components distributed across multiple layers. We introduce VGC-specific methods that are tailored towards quickly achieving desired stacking orders for faces, edges, and vertices

    ConTesse: Accurate Occluding Contours for Subdivision Surfaces

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    This paper proposes a method for computing the visible occluding contours of subdivision surfaces. The paper first introduces new theory for contour visibility of smooth surfaces. Necessary and sufficient conditions are introduced for when a sampled occluding contour is valid, that is, when it may be assigned consistent visibility. Previous methods do not guarantee these conditions, which helps explain why smooth contour visibility has been such a challenging problem in the past. The paper then proposes an algorithm that, given a subdivision surface, finds sampled contours satisfying these conditions, and then generates a new triangle mesh matching the given occluding contours. The contours of the output triangle mesh may then be rendered with standard non-photorealistic rendering algorithms, using the mesh for visibility computation. The method can be applied to any triangle mesh, by treating it as the base mesh of a subdivision surface.Comment: Accepted to ACM Transactions on Graphics (TOG

    Active Strokes: Coherent Line Stylization for Animated 3D Models

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    Paper session 8: Lines, strokes and textures in 3DInternational audienceThis paper presents a method for creating coherently animated line drawings that include strong abstraction and stylization effects. These effects are achieved with active strokes: 2D contours that approximate and track the lines of an animated 3D scene. Active strokes perform two functions: they connect and smooth unorganized line samples, and they carry coherent parameterization to support stylized rendering. Line samples are approximated and tracked using active contours ("snakes") that automatically update their arrangment and topology to match the animation. Parameterization is maintained by brush paths that follow the snakes but are independent, permitting substantial shape abstraction without compromising fidelity in tracking. This approach renders complex models in a wide range of styles at interactive rates, making it suitable for applications like games and interactive illustrations

    Vector Graphics Animation with Time-Varying Topology

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    International audienceWe introduce the Vector Animation Complex (VAC), a novel data structure for vector graphics animation, designed to support themodeling of time-continuous topological events. This allows features of a connected drawing to merge, split, appear, or disappear atdesired times via keyframes that introduce the desired topological change. Because the resulting space-time complex directly capturesthe time-varying topological structure, features are readily edited in both space and time in a way that reflects the intent of the drawing.A formal description of the data structure is provided, along with topological and geometric invariants. We illustrate our modelingparadigm with experimental results on various examples

    ConTesse: Accurate Occluding Contours for Subdivision Surfaces

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    International audienceThis paper proposes a method for computing the visible occluding contours of subdivision surfaces. The paper first introduces new theory for contour visibility of smooth surfaces. Necessary and sufficient conditions are introduced for when a sampled occluding contour is valid, that is, when it may be assigned consistent visibility. Previous methods do not guarantee these conditions, which helps explain why smooth contour visibility has been such a challenging problem in the past. The paper then proposes an algorithm that, given a subdivision surface, finds sampled contours satisfying these conditions, and then generates a new triangle mesh matching the given occluding contours. The contours of the output triangle mesh may then be rendered with standard non-photorealistic rendering algorithms, using the mesh for visibility computation. The method can be applied to any triangle mesh, by treating it as the base mesh of a subdivision surface

    A high performance vector rendering pipeline

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    Vector images are images which encode visible surfaces of a 3D scene, in a resolution independent format. Prior to this work generation of such an image was not real time. As such the benefits of using them in the graphics pipeline were not fully expressed. In this thesis we propose methods for addressing the following questions. How can we introduce vector images into the graphics pipeline, namingly, how can we produce them in real time. How can we take advantage of resolution independence, and how can we render vector images to a pixel display as efficiently as possible and with the highest quality. There are three main contributions of this work. We have designed a real time vector rendering system. That is, we present a GPU accelerated pipeline which takes as an input a scene with 3D geometry, and outputs a vector image. We call this system SVGPU: Scalable Vector Graphics on the GPU. As mentioned vector images are resolution independent. We have designed a cloud pipeline for streaming vector images. That is, we present system design and optimizations for streaming vector images across interconnection networks, which reduces the bandwidth required for transporting real time 3D content from server to client. Lastly, in this thesis we introduce another added benefit of vector images. We have created a method for rendering them with the highest possible quality. That is, we have designed a new set of operations on vector images, which allows us to anti-alias them during rendering to a canonical 2D image. Our contributions provide the system design, optimizations, and algorithms required to bring vector image utilization and benefits much closer to the real time graphics pipeline. Together they form an end to end pipeline to this purpose, i.e. "A High Performance Vector Rendering Pipeline.

    Inverse rendering techniques for physically grounded image editing

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    From a single picture of a scene, people can typically grasp the spatial layout immediately and even make good guesses at materials properties and where light is coming from to illuminate the scene. For example, we can reliably tell which objects occlude others, what an object is made of and its rough shape, regions that are illuminated or in shadow, and so on. It is interesting how little is known about our ability to make these determinations; as such, we are still not able to robustly "teach" computers to make the same high-level observations as people. This document presents algorithms for understanding intrinsic scene properties from single images. The goal of these inverse rendering techniques is to estimate the configurations of scene elements (geometry, materials, luminaires, camera parameters, etc) using only information visible in an image. Such algorithms have applications in robotics and computer graphics. One such application is in physically grounded image editing: photo editing made easier by leveraging knowledge of the physical space. These applications allow sophisticated editing operations to be performed in a matter of seconds, enabling seamless addition, removal, or relocation of objects in images

    Snaxels on a plane

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